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TF2Maps/custom/fartsy/particles/mvm.pcf

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<!-- dmx encoding binary 2 format pcf 1 -->
<00>DmElementparticleSystemDefinitionsnameDmeParticleSystemDefinitionview model effectbatch particle systemsSort particlestime to sleep when not drawnmaximum draw distancecontrol point to disable rendering if it is the cameraminimum rendered framesminimum sim tick ratemaximum sim tick ratemaximum time stepgroup idsequence_number 1sequence_numberrotation_speedrotationcolorradiuscull_replacement_definitioncull_control_pointcull_costcull_radiusbounding_box_maxbounding_box_minmaterialinitial_particlesmax_particlespreventNameBasedLookupconstraintsforceschildrenemittersinitializersoperatorsrenderersDmeParticleOperatoroperator start fadeinoperator end fadeinoperator start fadeoutoperator end fadeoutoperator fade oscillatemin forcemax forcefunctionNameDmeParticleChilddelaychilduse parent particles for emission scalingscale emission to used control pointsemission_durationemission_rateemission_start_timerandomly distribute to highest supplied Control Pointcreate in modeldistance_bias_absolute_valuespeed_random_exponentbias in local systemdistance_biasspeed_in_local_coordinate_system_maxspeed_in_local_coordinate_system_minspeed_maxspeed_mincontrol_point_numberdistance_maxdistance_minrandomly distribution growth timealpha_random_exponentalpha_maxalpha_minradius_random_exponentradius_maxradius_minlength_random_exponentlength_maxlength_minlifetime_random_exponentlifetime_maxlifetime_minoffset proportional to radius 0/1offset in local space 0/1offset maxoffset minmax constraint passesdraggravityscale_biasradius_end_scaleradius_start_scaleease_in_and_outend_timestart_timefade out time minfade out time maxfade out time exponentproportional 0/1ease in and outfade biasVisibility Camera Depth BiasVisibility Radius Scale maximumVisibility Radius Scale minimumVisibility Alpha Scale maximumVisibility Alpha Scale minimumVisibility input maximumVisibility input minimumVisibility Proxy RadiusVisibility Proxy Input Control Point Numbermin lengthmax lengthlength fade in timeanimation rateemission count scale control point fieldemission count scale control pointmaximum emission per framenum_to_emitnum_to_emit_minimumsequence_minsequence_maxrotation_initialrotation_offset_minrotation_offset_maxrotation_random_exponentFlip Percentagerotation_speed_constantrotation_speed_random_minrotation_speed_random_maxrotation_speed_random_exponentrandomly_flip_directioncolor1color2tint_perctint control pointtint clamp mintint clamp maxtint update movement thresholdfade in curve exponentfade in time minfade in time maxfade in time exponentoscillation start phaseoscillation multiplierstart/end proportionalend time maxend time minstart time maxstart time minoscillation frequency maxoscillation frequency minoscillation rate maxoscillation rate minoscillation fieldanimation_fit_lifetimeorientation_typeorientation control pointsecond sequence animation rateuse animation rate as FPSstart_fadeout_minstart_fadeout_maxstart_fadeout_exponentend_fadeout_minend_fadeout_maxend_fadeout_exponentdistance fade rangelock rotationApply Velocity in Local Space (0/1)Control Point Numberoutput maximumoutput minimumInvert Abs ValueAbsolute ValueSpatial Coordinate OffsetTime Coordinate OffsetSpatial Noise Coordinate ScaleTime Noise Coordinate Scaleend_fade_out_timestart_fade_out_timeend_fade_in_timestart_fade_in_timeend_alphastart_alphafade_end_timefade_start_timecolor_fadeFrames Per Secondrandom_speed_maxrandom_speed_mindirection biashitbox scaleforce to be inside modellocal space CPaccelerate positionoffset positionoutput is scalar of initial random rangeoutput fieldinput maximuminput minimuminput control point numberemitter lifetime end time (seconds)emitter lifetime start time (seconds)spin_rate_degreesspin_stop_timespin_rate_minCull PercentageCull Time ExponentCull End TimeCull Start TimeRandom Parent Particle DistributionInherited Velocity Scaleyaw_rate_minyaw_stop_timeyaw_r
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.Color Fade'()*+<00><08><><EFBFBD><EFBFBD><EFBFBD><00><00>?[ .Radius Scale'()*+]\<03><><EFBFBD>=ZY @[Xfff? .Radius ScaleX?[Y<00>?Z @\<00>?]<03><><EFBFBD>=+*)('.Movement Lock to Control Point'()*+A<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>.render_animated_sprites<00><02><><EFBFBD><EFBFBD>e<00>?f<00>?g<00>?hi<00>?jk<00>?l<02><><EFBFBD><EFBFBD>'()*+p<03><><EFBFBD>=<3D><00><00><00>d"%$<00><00><00><00><00>#<00><00><00><00><00><00><00><00>"<00>!<00><00> effects\sc_electric1_noz.vmt
<20> <20> <20>
A A A<00>?<00>@a<><61><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA1<01>0"%<00>$<00><00><00><00>#<00><00><00><00><00><00>"<00>! effects\sc_hardglow_noz.vmt
<20> <20> <20>
A A A<00>?<00>@j<><6A><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA .emit_instantaneouslyqr<02><><EFBFBD><EFBFBD>s<02><><EFBFBD><EFBFBD>tu<02><><EFBFBD><EFBFBD>6+*)(' .Alpha RandomG<02>F<02>'()*E<00>?+ .Radius RandomJ@BI@B'()*H<00>?+ .Lifetime RandomP<03><>L>O<03><>L>'()*N<00>?+
.Rotation Random{<00>?z<00>Cyx+*)('.Rotation Yaw Flip Random|?+*)('.Position From Parent Particles'()*+<00><00> .Movement BasicW
V'()*U+.Lifespan Decay+*)(' .Alpha Fade Out Randomc?ba`<00>?_?^?+*)('.Movement Lock to Control Point'()*+A<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>.render_animated_sprites<00><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00>p<03><><EFBFBD>=e<00>?f<00>?g<00>?hi<00>?jkBl+*)('d1<01>0"%<00>$<00><00><00><00><00>#<00><00><00><00><00><00><00><00>"<00>!<00> effects\sc_electric1_noz.vmt
<20> <20> <20>
A A A<00>?<00>@a<><61><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA1<01>0 .emit_instantaneouslyqr<02><><EFBFBD><EFBFBD>s<02><><EFBFBD><EFBFBD>tu<02><><EFBFBD><EFBFBD>6+*)(' .Alpha RandomG<02>F<02>'()*E<00>?+ .Radius RandomJ@AI<00>A'()*H<00>?+ .Lifetime RandomP<1F>k>O<1F>k>'()*N<00>?+
.Rotation Random{<00>?z<00>Cyx+*)('.Rotation Yaw Flip Random|?+*)(' .Color Random<00>B<><08><><EFBFBD><EFBFBD><EFBFBD><00><00><00><08><><EFBFBD><EFBFBD><EFBFBD><08><><EFBFBD><EFBFBD>+*)('.Position From Parent Particles'()*+<00><00> .Position Modify Offset Random'()*+AT
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<00>@<00>@@ARQ .Movement BasicW
V'()*U+ .Radius Scale]\<00>?[Z<00>?Yfff?X?'()*+.Lifespan Decay+*)(' .Alpha Fade Out Randomc?ba`<00>?_<03><>L>^<03><>L>+*)('.Movement Lock to Control Point<00><00><00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?A+*)('.render_animated_sprites<00><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00>p<03><><EFBFBD>=e<00>?f<00>?g<00>?hi<00>?jkBl+*)('d .emit_instantaneously'()*+6u<02><><EFBFBD><EFBFBD>ts<02><><EFBFBD><EFBFBD>r<02><><EFBFBD><EFBFBD>q .Alpha Random+E<00>?*)('F<02>G<02> .Radius Random+H<00>?*)('I<00>AJ<00>A .Lifetime Random+N<00>?*)('O<1F>k>P<1F>k>
.Rotation Random'()*+xyz<00>C{<00>?.Rotation Yaw Flip Random'()*+|? .Color Random'()*+<00><08><><EFBFBD><EFBFBD><EFBFBD><08><><EFBFBD><EFBFBD><EFBFBD><00><00><00><08><><EFBFBD><EFBFBD><EFBFBD>B.Position Within Sphere Random'()*+CB<
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87D .Position Modify Offset Random'()*+AT
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"%$#<00><00><00><00><00><00>"<00>! effects\sc_hardglow_noz.vmt
<20> <20> <20>
A A A<00>?<00>@j<><6A><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA .emit_instantaneously'()*+6u<02><><EFBFBD><EFBFBD>ts<02><><EFBFBD><EFBFBD>r<02><><EFBFBD><EFBFBD>q .Alpha Random+E<00>?*)('F<02>G<02> .Radius Random+H<00>?*)('I<00>AJ<00>A .Lifetime Random+N<00>?*)('O<03>Q8>P<03>Q8>
.Rotation Random'()*+xyz<00>C{<00>?.Rotation Yaw Flip Random'()*+|?.Position From Parent Particles<00><00>+*)(' .Movement Basic+U*)('VW
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<20> <20> <20>
A A A<00>?<00>@a<><61><EFBFBD> <03><><EFBFBD>=  
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.Rotation Random{<00>?z<00>Cyx+*)('.Rotation Yaw Flip Random|?+*)(' .Color Random<00>B<><08><><EFBFBD><EFBFBD><EFBFBD><00><00><00><08><><EFBFBD><EFBFBD><EFBFBD><08><><EFBFBD><EFBFBD>+*)('.Position Within Sphere Random'()*+CB<
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA1<01>010"%'$#$%&# !""! @effects\brightglow_y_nomodel.vmt
<20> <20> <20>
A A A<00>?<00>@V<><56><EFBFBD> <03><><EFBFBD>=  
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BT
BA+*)(' .Movement Basic+U*)('V<03><>L=W
f<> .Radius Scale+*)('X?Yff<66>?Z@@[\<00>?].Lifespan Decay'()*+ .Alpha Fade Out Random'()*+^<03><>L>_<03><>L>`<00>?abc?.render_sprite_traile<00>?f<00>?g<00>?hi<00>?jk<00>?l<02><><EFBFBD><EFBFBD>m<00>@nAo<03><>L>+p<03><><EFBFBD>=*)('d1)0"%:$56789# ,-./01234"+! *effects\debris\nutsnbolts.vmt
<20> <20> <20>
A A A<00>? @<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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BT
BA+*)(' .Movement BasicW
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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<EFBFBD>#<'+*<03><><EFBFBD>=(<00><08><04><><08><1C> .Velocity Random=
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<20> <20> <20>
A A A<00>?<00>@4B<34><42> <03><><EFBFBD>=  
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA1V0"%e$`abcd#XYZ[\]^_"W! effects\softglow.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA1i0"%vw$rstu#klmnopq"j! effects\softglow_translucent.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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.Rotation Random+{<00>?z<00>Cyx*)(' .Lifetime Random+N<00>?O<03><>?P*)(' .Radius Random+H<00>?I<00>@J@@*)(' .Color Random+<00><00><08>˹<EFBFBD><CBB9><08><><EFBFBD><EFBFBD>*)('<00><00><00><08><><EFBFBD><EFBFBD><EFBFBD>B.Position Within Sphere Random'()*+CB<
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.Rotation Random+{<00>?z<00>Cyx*)(' .Lifetime Random+N<00>?O<03><><EFBFBD>>P*)(' .Radius Random+H<00>?I@J<00>?*)(' .Color Random+<00><00><08><><EFBFBD><EFBFBD><EFBFBD><08><><00>*)('<00><00><00><08><><EFBFBD><EFBFBD><EFBFBD>B.Sequence Random'()*+vw.Position Within Sphere Random'()*+CB<
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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<20> <20> <20>
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<20> <20> <20>
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<20> <20> <20>
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<20> <20> <20>
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<20> <20> <20>
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<20> <20> <20>
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<20> <20> <20>
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A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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<20> <20> <20>
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<20> <20> <20>
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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<20> <20> <20>
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<20> <20> <20>
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<20> <20> <20>
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<20> <20> <20>
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<20> <20> <20>
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<20> <20> <20>
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<20> <20> <20>
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A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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